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<br>In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.<br> |
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<br>This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.<br> |
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The Aerial Behemoths: Lava Hound and Balloon |
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<br>While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.<br> |
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<br>To survive this assault, you must have at least two reliable anti-air units in your deck, along with a defensive building that targets air (like the Tesla or Inferno Tower).<br> |
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Space them out.It is a game-winning move.Force them to spend elixir defending instead of supporting the Hound. |
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Building the Perfect Air Defense |
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<br>The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.<br> |
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<br>The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.<br> |
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Unit TypePrimary ChoiceStrengthsThe Ground SniperMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksThe Air AssassinMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms |
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Don't Look Down |
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<br>A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.<br> |
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<br>Control the ground, but never forget to watch the skies.<br> |
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